PIT FIGHTER
    Pit Fighters are the gladiators of the various
cities of the known world, they press their luck and
hone their fighting skills in the arena against man
and beast.  The fight for money and fame and seek
to perfect their fighting ability.
    Because of their combat training Pit Fighters
subtract only 1 per hex for thrown weapons, their
training also raises their proficiency with their
weapons.   They increase the damage they do by
+1 at ranks, 1 - 3 - 6 & 9 with two weapons of their
choice; they also increase the percentage with
those weapons by 2% per rank.     Pit Fighters gain
certain abilities with each rank.
Rank 1:+1 IV, +4% to defense

Rank 2: Move an extra hex while performing an evade or withdrawal, -2 on rolls to repulse a charge and grapple.

Rank 3: +2 IV, +2 to parrying, 5 X WP to resist stuns from damage, -10 for using weapon in secondary hand.
Extra strike with primary weapon.

Rank 4: No disadvantage when fighting fatigued, weapons quickness as subskill.

Rank 5: +20 to defense vs trip & entanglement, no modifier for multiple strike in primary hand, +1 IV, healing at
twice the normal rate.   Pitfighters may choose to strike only once in a round, increasing their damage by 50%.

Rank 6: +6% to defense, +6% to increase the chance of a grievous injury, move an extra hex in combat, 50%
increase in throwing range.  Extra strike with primary weapon.

Rank 8: +2 IV, Resist Pain, Deflect thrown weapons by rolling under ½ % to hit, deflect projectile by rolling under
1/3 of percentage to hit.  Special grievous chart.

Rank 9:  +10% defense, +2 TMR.  

Rank 10: +2 IV, Natural Armor = 2, Healing at triple rate from eating and sleeping, any endurance hit becomes a
grievous injury.

                                                      PIT FIGHTER’S GRIEVOUS CHART
1:  Fatal head injury: brain is pierced through the eye, head is cut off, skull is crushed, and opponent falls to the
ground dead.
2:  Primary arm hit: -2 EN & drop anything held in that arm.  Arm will take 3 months to heal.
3:  Same as #2 but this time it is the character’s secondary arm.
4:  Eviscerated:  -4 EN -1 from EN per pulse because of bleeding.
5:  Severe Head Injury: -3 EN, -4 MD & -3 AG for 3 days and knock unconscious for D minutes.
6:  Right leg is hamstrung: -4 EN & fall prone unable to stand for 3 months.
7:  Left leg hamstrung: -4 EN & fall prone, unable to stand for 3 months.
8:  Solid chest hit:  -3 EN, broken ribs and internal organs, will require 4 months of rest.
9:  Eviscerated:  -4 EN -1 from EN per pulse because of bleeding.
10: Severe Head Injury: -3 EN, -4 MD & -3 AG for 3 days and knock unconscious for D minutes.

The player and GM must arrange a pit fight each time training occurs.  The fight must be with an opponent that
is similar in ability to the Pit Fighter.   Victory means the character learns his new rank, defeat means death or
loss of the rank if the fighter surrenders.